// Copyright Low Entry. Apache License, Version 2.0. #pragma once #include "CoreMinimal.h" #include "DelayAction.h" #include "LowEntryLatentActionBoolean.generated.h" UCLASS(BlueprintType) class LOWENTRYEXTENDEDSTANDARDLIBRARY_API ULowEntryLatentActionBoolean : public UObject { GENERATED_UCLASS_BODY() public: static ULowEntryLatentActionBoolean* Create(); public: UPROPERTY() bool Finished = false; UPROPERTY() bool Result = false; UPROPERTY() int32 KeepAliveCount = 0; /** * Waits till the latent action is done. */ UFUNCTION(BlueprintCallable, Category = "Low Entry|Extended Standard Library|Latent Action|Boolean", meta = (Latent, WorldContext = "WorldContextObject", LatentInfo = "LatentInfo", DisplayName = "Wait Till Done", Keywords = "untill for end finished complete completion")) void WaitTillDone(UObject* WorldContextObject, FLatentActionInfo LatentInfo, bool& Result_); void LatentActionDone(); /** * Causes the latent action to be done. */ UFUNCTION(BlueprintCallable, Category = "Low Entry|Extended Standard Library|Latent Action|Boolean", Meta = (DisplayName = "Done", Keywords = "end finished complete completion")) void Done(bool Result_); /** * Returns true if the latent action is done. */ UFUNCTION(BlueprintPure, Category = "Low Entry|Extended Standard Library|Latent Action|Boolean", Meta = (DisplayName = "Is Done", Keywords = "end finished complete completion")) bool IsDone(); /** * Returns the result. */ UFUNCTION(BlueprintPure, Category = "Low Entry|Extended Standard Library|Latent Action|Boolean", Meta = (DisplayName = "Get Result", Keywords = "result return value")) void GetResult(bool& Result_); };